Rogue
Base Class: Rogue

You focus your training on stealth and observation to be the deadliest ranged attacker on the field. These rogues will often be found scouting or spying for armies. They rarely use poisons and often hold themselves to a higher standard when deciding whether to take on a target than other assassins, although there are some who choose this path for personal gain.

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with the blowgun, heavy crossbow, and longbow.

Fighting Style

At 3rd level, your extensive use of the bow has given you access to the Archery fighting style. You can't take a Fighting Style more than once, even if you later get to choose again. If you already have the Archery Fighting Style from another class, you may choose another Fighting Style from the list available to that class.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons

Assassinate

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on ranged attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Dead Eye

Starting at 9th level, you have mastered the use of ranged weapons. You gain the following benefits:

  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
  • Your ranged weapon attacks ignore half cover and three-quarters cover.
  • Before making a ranged attack, you may choose to take a -10 penalty to the attack roll. If the attack hits, it is a critical hit.

Scout Sniper

Starting at 13th level, you have developed skills as a scout sniper. Choose one of the following options:

  • Informed Combat
  • Master of Camouflage
  • Measured Shot
Informed Combat

Starting at 13th level, you are skilled at ambushing creatures you have observed before. If you have spent at least 5 minutes observing a creature, you have advantage on initiative rolls when that creature is your enemy. If you have spent at least 1 hour in observation, you have advantage on attack rolls against it. If you have spent at least 8 hours in observation, attack rolls of 18-20 are critical hits.

Master of Camouflage

Starting at 13th level, you have mastered the art of blending into your surroundings.
You can use your action and bonus action in a single turn to hide, giving you advantage on the check.
 
You gain the following benefits while hidden:
  • Initiative rolls are made with advantage
  • Creatures have disadvantage on both active and passive perception to reveal your position
  • Ranged attacks that you make from your hidden position can only reveal you to a creature that is within 10 feet of you
  • If you take the Hide action, you may attempt (with a new Dexterity (Stealth) check) to move up to half your speed and remain hidden -- you must make a new Dexterity (Stealth) check (with advantage if you use both your action and bonus action)

Measured Shot

Starting at 13th level, if you choose this feature, you can spend your action preparing for your next shot.

On your next turn, before moving, you can make one ranged attack with advantage, and can roll one of the dice again. If you have disadvantage, this cancels out the advantage as normal, but you may still choose to roll the one die again, but must use the second roll. This benefit may only be applied to the Attack action.

Death Strike

Starting at 17th level, you become a master of instant death. When you make a ranged attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.

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